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Unique Character UI Designs
Programs used:
Figma, Adobe Photoshop/Illustrator/AE, UE5

task:
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Create an 80x80 UI element to help players keep track of resources/buffs quickly during match
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To take complex design systems and make them easy to understand no matter how familiar you are with playing each God.
pain points:
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The classic term for these in Smite 1 is Passive meters, even if the UI is not showing input from the passive ability
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Changing a God's theming to much between 1 and 2 had to be interpreted as a clear improvement
Research Plan
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How did this God work in 1?
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What has changed in 2?
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What is the most important data to convey? If multiple in what order?
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How can we use the UI to enhance the theme?
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What other way could we ________ ?
Design Exploration:
The goal of the Design for Jing Wei was to update her passive to have 2 different types of ammo.
Jing Wei Mockups:



Derailed:
As final art was sent to my artist Design got feedback to change the design. Instead of 2 ammo resources they wanted 1 ammo that you could store multiple stacks of.
Jing Wei Final Art:









Amaterasu Final Art:




NuWa Mockups:

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NuWa Final Art:






Meter filled, next attack buffed indicator
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